Table of Contents

Level Rule Set Editor

Overview

The Level Rule Set Editor is used to create Level Rule Sets which determine what randomized chunks are used and how they fit together. They also determine art-related things such as lighting, music, environment ( floaty particles, rain, day-night cycle ), aliasing ( for example, choosing between snowy or non-snowy areas ), Themes ( mostly for turning on and off decorations in chunks so they can be reused for many locations ), and Level Feature Tags ( used to determine what types of chests, special events, and other things are used, and how many of them to use ).

Chunk Types

Layout

Themes

Lighting

Directional

This is the primary directional light in the level. The X,Y, and Z coordinates specify its position in relation to the player camera. The “Intensity” field for both the Directional and Fill Light fields should generally not equal more than a combined value of 2.0 - 5.0. The more intense the lights the more it will blow out the colors in the textures. The “Bloom” field generally doesn't hold up past 0.5 and tends to blow out most textures. It's best to set the Directional and Fill Light fields to colors that are bright and contrasting initially to see how they work together.

Ambient

This field is used to set the ambient color and brightness for the Level Rule Set. It's easier to keep this value at a grey-scale value to allow the Player Lantern, Directional light, and the Fill Light dictate the main colors of the lighting.

Material Ambient

This field should generally remain at 128. Meshes exported with vertex colors have a default color of 128. Keeping the Material Ambient at 128 ensures that things remain consistent. If meshes are exported with a darker or lighter vertex color then this field should be adjusted to match.

Light Map

This should be the RGB value of the very edge of the Player Lantern texture that is specified in the “Lantern” field under the Data tab. This ensures that the area outside of the Player Light matches the color of the edges of the Lantern.

Fill Light

The Fill Light is a secondary light source that can introduce another light color and “pop” things out of the background with a rim light if desired.

Fog

This field determines the start and end values of the environment fog along with the color. For a spookier area the fog should be pulled in close with a smaller start and end value. To see further in the distance the end value should be much higher so the fog appears thinner. Fog can have a really strong effect on an area, so it's wise to experiment with these values to get the desired effect.